| Category | Economy cars |
|
|||
| Created | 2015-10-31 | ||||
| Owner | sandywang5230 | ||||
| Title | It then becomes an increasingly difficult proposition | ||||
| Description | When team sizes get big it becomes a problem of having to create layers of management to support even the most basic communication and tasking, let alone keeping everyone focused on what is most important about the product. Then there's the budget. It then becomes an increasingly difficult proposition to make that money back and create a sustainable team that you carry from project to the next, along with the learning that comes from DarkScape Gold that shared experience. So we turned it on its head and we are currently six people with some part time help and a contractor friend that built weapons for us. We are spread way too thin, but that's the It then becomes an increasingly difficult proposition way we wanted to start, hungry and eager to rely on each other, which is more of a garage band style of creating something that you can do yourself with just a few resources. We'll want to carry the smaller is better theme as we grow, albeit slowly and carefully. While someday we may want to do something bigger, for right now it is about building off of our simple foundation and adding a few resources where needed, strategically but also culturally. We don't want to fall into the trap of suddenly finding lots of money and growing too big too fast and lose what makes this special. While we have bigger aspirations, we don't want to be Big, so we would like to grow to no more than a to person range and keep a healthy, focused and incredibly talented studio.We've seen some success for indies with FPS and puzzle FPS on Steam PC but no real experienced triple A devs making a more left of center and smaller but polished FPS game. I get the sense that this is what you are going for. Can you talk about what your goals are here, and why?CH: It's probably self evident that we're hoping to put out a game that does well enough to let us make the next one and hopefully grow a bit so that we can achieve more with a little less stress. So we set out to try to craft something distinctive enough to stand out in a crowd but not so out there that nobody wants to dance with it, so to speak. It's really a question of balancing fresh and familiar, with the basic requirement that the execution has to be solid.One of the biggest challenges on this project is that the only constraints were time and manpower. We could literally pick whatever subject matter we wanted without having to go through focus tests and conjoint analysis or cater to the whims of meddlers and hit chasers. It was a unique and kind of terrifying proposition for us because there aren't any excuses to hide behind. We picked a concept we thought was cool and could be interesting to enough people for us to be able to stay in business. Realistically, there are no guarantees no matter how much testing you do or data you amass, but this is really just an old fashioned gamble on our collective instincts.Runescape game is also part of a longer term strategy we've been discussing since we shipped FEAR back in . The idea is to iterate on and refine the core elements over multiple projects so that we have a foundation that lets us become more ambitious with each new game and branch out in interesting new directions. | ||||
| Consumption | |||||
| Broken | No | ||||
| Price | |||||
| Promotion level | None | ||||
|
|
|||||
Please register or log in.
